add: new tictactoe game

add: testing to tictactoe

rename: tictactoe

add: tictactoe steps

refactor: tictactoe const names

refactor: tictactoe loop

add: tictactoe bad switch example (fallthrough)

refactor: tictactoe loop skin

remove: tictactoe changable skin

refactor: tictactoe all

remove: tictactoe unnecessary base dir

add: tictactoe slices

add: tictactoe slices

remove: tictactoe fallthrough

rename: tictactoe slices 10 -> 09

update: loops skin tictactoe

add: tictactoe randomization

add: tictactoe infinite loop and labeled break

refactor: tictactoe rand and infinite loop

add: tictactoe buggy winning algo

add: tictactoe more tests

rename: tictactoe wrongPlay to wrongMove

add: tictactoe even more tests

fix: tictactoe

rename: tictactoe waitForInput to wait

add: tictactoe os.args gameSpeed

remove: tictactoe unnecessary files

rename: tictactoe game messages

refactor: tictactoe main loop

add: types and arrays
This commit is contained in:
Inanc Gumus
2019-07-27 18:16:17 +03:00
parent e191567e1f
commit eb8f9987a8
97 changed files with 3457 additions and 3 deletions

View File

@ -0,0 +1,45 @@
package main
import (
"fmt"
"time"
)
/*
~ TICTACTOE GAME IN GO ~
+ This example uses the very basics of the Go language.
+ The goal is learning all the basics.
*/
const (
maxTurns = 9
defaultGameSpeed = time.Second * 2 // time between plays
)
var (
won, tie bool // is there any winner or a tie?
turn int // total valid turns played
cells [maxTurns]string // used to draw the board: contains the players' moves
lastPos int // last played position
wrongMove bool // was the last move wrong?
player = player1 // current player
gameSpeed = defaultGameSpeed // sets the default game speed
)
// main is only responsible for the game loop, that's it.
func main() {
setGameSpeed()
printBoard()
wait()
for nextTurn() {
wait()
}
}
func wait() {
fmt.Println()
time.Sleep(gameSpeed) // player thinks...
}